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General Tabletop Discussion
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Thoughts on a theoretical rules-light d20.
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<blockquote data-quote="tsadkiel" data-source="post: 1126468" data-attributes="member: 262"><p>Feng Shui magic - a character has access to a certain number of sorcery schticks at creation, and can buy more with experience. Each schtick gives access to a type of magical effect - Movement, for instance, lets you move things. The schtick write-up lists DCs for several of the more common effects (moving various weights telekinetically, for instance, or flying in the case of Movement) but these are not the only things you can do with the schtick, as long as it fits the theme.</p><p></p><p>The specific categories would differ when creating a heroic fantasy game (probably elemental categories, or you could even use the D&D schools of magic.)</p><p></p><p>In any case, Feng Shui magic-using characters are incredibly easy to run, especially for a GM. I can, and have, run combats using three or more sorcerers vs. the PCs, with the NPC opposition using creative and stunt-tastic tactics, without having to slow the game down and look anything up. That's the sort of thing I want froma rules light system - fast preperation and fast play.</p></blockquote><p></p>
[QUOTE="tsadkiel, post: 1126468, member: 262"] Feng Shui magic - a character has access to a certain number of sorcery schticks at creation, and can buy more with experience. Each schtick gives access to a type of magical effect - Movement, for instance, lets you move things. The schtick write-up lists DCs for several of the more common effects (moving various weights telekinetically, for instance, or flying in the case of Movement) but these are not the only things you can do with the schtick, as long as it fits the theme. The specific categories would differ when creating a heroic fantasy game (probably elemental categories, or you could even use the D&D schools of magic.) In any case, Feng Shui magic-using characters are incredibly easy to run, especially for a GM. I can, and have, run combats using three or more sorcerers vs. the PCs, with the NPC opposition using creative and stunt-tastic tactics, without having to slow the game down and look anything up. That's the sort of thing I want froma rules light system - fast preperation and fast play. [/QUOTE]
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